using UnityEngine;

public static class Lerp  {
    public static Vector2 Vector2Lerp(Vector2 pStart, Vector2 pEnd, float pBlendFactor)
    {
        return pStart + (pEnd - pStart) * pBlendFactor;
    }
    public static Vector3 Vector3Lerp(Vector3 pStart, Vector3 pEnd, float pBlendFactor)
    {
        return pStart + (pEnd - pStart) * pBlendFactor;
    }
    public static Quaternion QuaternionLerp(Quaternion pStart, Quaternion pEnd, float pBlendFactor)
    {
        return pStart * Quaternion.Lerp(Quaternion.identity, pEnd * Quaternion.Inverse(pStart), pBlendFactor);
    }
    public static Color ColorLerp(Color pStart, Color pEnd, float pBlendFactor)
    {
        return pStart + (pEnd - pStart) * pBlendFactor;
    }
    public static float FloatLerp(float pStart, float pEnd, float pBlendFactor)
    {
        return pStart + (pEnd - pStart) * pBlendFactor;
    }
}